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Thread Statistics | Show CCP posts - 34 post(s) |

Salpun
Paramount Commerce Masters of Flying Objects
336
|
Posted - 2012.07.12 16:21:00 -
[1] - Quote
All, The late summer release is starting to appear on Sisi. Lets get a changes list started.
Changes-
Angel ships are V3'ed Drag out windows on the Inventory system work. Looks like all the right click menus for cargo holds are back. Yay Drone bays show on ships that do not have them still.
Anything else? |

Commissar Kate
Ishuk-Raata Enforcement Directive
40
|
Posted - 2012.07.12 17:06:00 -
[2] - Quote
There is now a greenscreen option on Display and Graphics tab of the ESC menu. |

Salpun
Paramount Commerce Masters of Flying Objects
336
|
Posted - 2012.07.12 17:10:00 -
[3] - Quote
Commissar Kate wrote:There is now a greenscreen option on Display and Graphics tab of the ESC menu. Nice |

Palovana
Inner Fire Inc.
252
|
Posted - 2012.07.12 17:44:00 -
[4] - Quote
Download size = 116.66 MB, FYI. Please support: export of settings in editable format
Your stuff goes here. |

Sellendis
The Ares project
145
|
Posted - 2012.07.12 18:09:00 -
[5] - Quote
Machariel downsized to 1.4km, i think it was 1.9km before Apoc is now the biggest BS with 1.5km in length, few meters bigger than Hyperion.
Damn this patch :) |

Salpun
Paramount Commerce Masters of Flying Objects
336
|
Posted - 2012.07.12 18:24:00 -
[6] - Quote
From: Missile War Sent: 2012.07.12 18:08
Checking the new features and I absolutely love them for the most part, the new pop ups are great, altho I'd like to get more info added to them. Like cycle time, boost amount, neut/nos amount(Things I can think of this quickly) The text is in bold, which isn't really needed imo, but it itsn't that bad since it makes it more obvious. I dislike the new + sign tho beside the speed, it looks really weird, the - sign looks fine, but the + sign looks wrong.
The new v3's look awesome as well altho the daredevil looks a bit too much like the dramiel now IMO. I also love the market/browse combination, works so much smoother ^.^
And the green screen option is really way-too-bright-green screen...Eyeblinding green is not the way I like...
I think that is it from me so far...
PS, is it maybe possible to add the resist % to the capacitor health bars when you go over them? I think it would be a great addition if you are working on that part of the ui :) |

Joelleaveek
Center for Advanced Studies Gallente Federation
62
|
Posted - 2012.07.12 18:24:00 -
[7] - Quote
new executioner/condor/atron/slasher are up
Edit: changed stats i should say |

Salpun
Paramount Commerce Masters of Flying Objects
336
|
Posted - 2012.07.12 18:26:00 -
[8] - Quote
Joelleaveek wrote:new executioner/condor/atron/slasher are up
Edit: changed stats i should say Will this change AT testing any? |

Joelleaveek
Center for Advanced Studies Gallente Federation
62
|
Posted - 2012.07.12 18:41:00 -
[9] - Quote
Salpun wrote:Joelleaveek wrote:new executioner/condor/atron/slasher are up
Edit: changed stats i should say Will this change AT testing any?
hmmm, that's a good point, but i would think those ships wouldn't be used in their current traq form in the tournament anyway, so maybe no a big deal. |

Joelleaveek
Center for Advanced Studies Gallente Federation
62
|
Posted - 2012.07.12 18:42:00 -
[10] - Quote
new tool tips when you mouse over your mods in space. Weapon show optimal + falloff! |

Sarmatiko
748
|
Posted - 2012.07.12 18:49:00 -
[11] - Quote
List of static data changes: http://pastebin.com/cb3uWccy
Agents in Yrmori now have properties. Attack Frigate changes Small boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled.
Also you can now force launcher to launch using shortcut, just like I suggested in February  |

Lucas Quaan
Sniggerdly Pandemic Legion
26
|
Posted - 2012.07.12 18:51:00 -
[12] - Quote
Joelleaveek wrote:new tool tips when you mouse over your mods in space. Weapon show optimal + falloff! They are really annoying, though. We need the option to disable them. |

Salpun
Paramount Commerce Masters of Flying Objects
337
|
Posted - 2012.07.12 19:06:00 -
[13] - Quote
Sarmatiko wrote:List of static data changes: http://pastebin.com/cb3uWccyAgents in Yrmori now have properties (you still cannot talk with them though). Attack Frigate changesSmall boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. Also you can now force launcher to launch using shortcut, just like I suggested in February  Thanks for the info. |
|

CCP Punkturis
C C P C C P Alliance
2736

|
Posted - 2012.07.12 19:08:00 -
[14] - Quote
Team Super Friends (your best friends) made some changes to saved fittings
Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays
Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything)
Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Salpun
Paramount Commerce Masters of Flying Objects
337
|
Posted - 2012.07.12 19:10:00 -
[15] - Quote
CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  Thanks for the info will test and confirm after I have tested the new NPE |

Sarmatiko
748
|
Posted - 2012.07.12 19:42:00 -
[16] - Quote
I wonder why Cynabal model now related to Battlecruisers in client resources?  Ship is still cruiser but.. |

Bloodpetal
Mimidae Risk Solutions
706
|
Posted - 2012.07.12 20:03:00 -
[17] - Quote
CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me 
OMFG been waiting for this UNDO for lke 3 years now Mimidae Risk Solutions Recruiting |

Palovana
Inner Fire Inc.
252
|
Posted - 2012.07.12 20:18:00 -
[18] - Quote
"Space-Stonehenge w/Rotating Centre" becomes "Floating Stonehenge".
BOO! HISS!
Please support: export of settings in editable format
Your stuff goes here. |

Morwen Lagann
Tyrathlion Interstellar
317
|
Posted - 2012.07.12 21:01:00 -
[19] - Quote
Quote:"Akemon's Modified 'Noble' ZET5000" "Inherent Implants 'Noble' Hull Upgrades HG-1008"
Is it really necessary to remove the unique names from rare items? |

mkint
805
|
Posted - 2012.07.12 21:01:00 -
[20] - Quote
Salpun wrote: NPE needs to mention the new Inventory system more.
The fact that a UI element is so unintuitive and unproductive that it needs it's own tutorial for something that's not even a game mechanic is a problem. Well designed inventory system > tutorial for poorly implemented inventory system. |

Salpun
Paramount Commerce Masters of Flying Objects
339
|
Posted - 2012.07.12 21:09:00 -
[21] - Quote
mkint wrote:Salpun wrote: NPE needs to mention the new Inventory system more.
The fact that a UI element is so unintuitive and unproductive that it needs it's own tutorial for something that's not even a game mechanic is a problem. Well designed inventory system > tutorial for poorly implemented inventory system. If the fix the looting fuctionality where the window closes after hitting loot all comes thru in this patch. The new NPE works fine but right now it changes to a main inventory window without any explanation center screen. |

Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
346
|
Posted - 2012.07.12 21:11:00 -
[22] - Quote
Thanks CCP for listening to us about the right click shortcuts to the different bays :) I now have 1 less thing to complain about with the new inventory.
I was thinking if you could also add the ability to make shortcuts in the neocom for specific inventories if we so please? Like dragging ship hangar to neocom would create a new shortcut that would always open ship hangar in a new window... same for cargo bays or drone bays or specific cargo containers of ones own choice... that would remove a lot of other complaints as people could get the better functionality out of it :)
Besides that... something completely different, what if you added a bonus to intercepters to aaccelerate to their maximum warp speed faster (like reach the 13.5 au sec, faster) atm in systems shorter than 20 au, it takes just as long for the intercepter to reach a location while warping as it does for a battlecruiser (maybe 1-2 sec difference max)
|

Maser Aurilen
Science and Trade Institute Caldari State
0
|
Posted - 2012.07.12 21:30:00 -
[23] - Quote
CCP Punkturis wrote: Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
hope you can save other items too - like liquid ozone and repair paste. (or a damsel ^^)
another great thing would be if you could fit ships out of a corp hangar or any open window where you have access to items, like containers. |

Poetic Stanziel
Autocannons Anonymous Late Night Alliance
969
|
Posted - 2012.07.12 21:45:00 -
[24] - Quote
Salpun wrote:Green screen option is in. Woot! I've had an affect on EVE. :)
Thanks to CCP Karkur (who is on holiday for the next three weeks) for implementing that. She wins Employee of the Month.
The STAIN Travel Bookmark Collection - 451 Bookmarks |

Poetic Stanziel
Autocannons Anonymous Late Night Alliance
969
|
Posted - 2012.07.12 21:46:00 -
[25] - Quote
Salpun wrote:Dooms Days are doing no damage. The new Titan nerf. :)
The STAIN Travel Bookmark Collection - 451 Bookmarks |

Salpun
Paramount Commerce Masters of Flying Objects
339
|
Posted - 2012.07.12 21:47:00 -
[26] - Quote
Poetic Stanziel wrote:Salpun wrote:Green screen option is in. Woot! I've had an affect on EVE. :) Thanks to CCP Karkur (who is on holiday for the next three weeks) for implementing that. She wins Employee of the Month. The color chosen needs to change though you will need shades in the CC mode. |

TurgidMeatWand
Brutor Tribe Minmatar Republic
0
|
Posted - 2012.07.13 00:10:00 -
[27] - Quote
Salpun wrote:Tool tips on icons include range nice
Can we please also get tracking speed? |

Ravcharas
GREY COUNCIL Nulli Secunda
172
|
Posted - 2012.07.13 00:22:00 -
[28] - Quote
Market search brings up results sorted in categories. Going to result in some extra clicks. |

James Amril-Kesh
4S Corporation RAZOR Alliance
339
|
Posted - 2012.07.13 01:39:00 -
[29] - Quote
Blueprints for clones? What? EVE's 4th of July Fireworks |

St Mio
Imperial Academy Amarr Empire
902
|
Posted - 2012.07.13 05:29:00 -
[30] - Quote
Florence and the Machine?! |

Gilbaron
Free-Space-Ranger Ev0ke
287
|
Posted - 2012.07.13 07:20:00 -
[31] - Quote
James Amril-Kesh wrote:Blueprints for clones? What?
probably dust.
hopefully new awesome feature for everyone. I f you want cloning, make clones |

Indalecia
19
|
Posted - 2012.07.13 08:27:00 -
[32] - Quote
Poetic Stanziel wrote:Salpun wrote:Green screen option is in. Woot! I've had an affect on EVE. :) Thanks to CCP Karkur (who is on holiday for the next three weeks) for implementing that. She wins Employee of the Month. There is actually a relevant comment in that link that should be brought up here:Quote:You know what would be even better? If the screenshot export or simply the portrait shot itself could export a transparent PNG. Cut out the middle-man. |

Indalecia
19
|
Posted - 2012.07.13 08:32:00 -
[33] - Quote
CCP Punkturis wrote:Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays That's cool, but why are you asking every time instead of just putting a checkbox on the window somewhere?
That's the difference between 10 annoying clicks or just one when fitting 10 ships. |

Nevigrofnu Mrots
Goonswarm Federation
24
|
Posted - 2012.07.13 11:00:00 -
[34] - Quote
- the tooltip could be a little smaller in height? - the tooltip could have the delay configurable to our wishes? - the tooltip could be turn off?
- The market search results, could it show them with the folders expanded when we are just facing like 10-20 results max? - Can the market search field help me write the remaining of the product name I'm looking for by presenting a combo with name options, like google?
Bug: tooltips for electronic warfare modules are showing the variables and not the values...
Tooltips and search are awesome, hi5 to the team that implemented that
 |

Keras Authion
Science and Trade Institute Caldari State
98
|
Posted - 2012.07.13 11:50:00 -
[35] - Quote
Some things for the new new player experience:
Popup 08: Mission 1 complete. "If you dock at a station with no ships available you'll be given a free rookie ship" While technically that is correct, you might want to add "dock in a pod" or some similar effect to avoid confusion.
Popup 09: Training skills. Otherwise good, but could tell you where to obtain new skillbooks too! If this is a too early and confusing point, add it in 23: additional reading.
Popup 15: Basic combat. "Right-click the ship and select Target to lock on, and then click your weapon to activate it. Once you have killed the first one, a second one will show up" Consider adding "you might need to close distance first" since you warp in at 10 or so and will be out of range.
I think some mission description promised isk but did not give any. Either remove the reward from description or give the 500 isk.
Otherwise the new tutorial looks better and easier to understand. Those pointers and labels help a LOT in finding the relevant stuff. The previous post was rated "C" for capsuleer. |

Sentient Blade
Walk It Off LEGIO ASTARTES ARCANUM
444
|
Posted - 2012.07.13 12:29:00 -
[36] - Quote
CCP Punkturis wrote:Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
I'll love you forever if you give us a dialog box asking us what we want to fit.
The reason I ask is that, with you adding ammunition to the fittings, I'd really like to be able to use this new functionality you've added do the equivalent of a "top-up ammo" where I would empty my ship cargo, load a fitting, and only check the "Ammo" check box, and instantly have the right types / quantities of ammo moved from the stacks in my hanger to my cargo bay.
[x] Fittings [x] Rigs [ ] Drones [ ] Ammo |

M'nu
Autocannons Anonymous Late Night Alliance
8
|
Posted - 2012.07.13 13:02:00 -
[37] - Quote
Here is my feedback.
The market window+browse is so ******* boss.
I'm serious.
Except for when I search for an item, and I am not specific in my search and get the cool dropdown menus. I do not get the 'groups' functionality.
So if I search for 'nosf' and select the Ship Equipment tab on the left side, I don't get that chosen selection on the right side. |

Winterbliss
APEX ARDENT COALITION Persona Non Gratis
11
|
Posted - 2012.07.13 13:07:00 -
[38] - Quote
Can anyone from CCP confirm that the new explosions will be part of 1.5? |

mkint
805
|
Posted - 2012.07.13 14:45:00 -
[39] - Quote
Keras Authion wrote:
Popup 15: Basic combat. "Right-click the ship and select Target to lock on, and then click your weapon to activate it. Once you have killed the first one, a second one will show up" Consider adding "you might need to close distance first" since you warp in at 10 or so and will be out of range.
The problem with tutorials in general is they tell rather than show. The first thing I do when I get a new video game is push ALL the buttons. EVE wants you to read a stereo manual (i.e. some of the most boring text you will ever read.) However, the tutorials in EVE are extremely necessary. But re-writing boring unreadable text into new boring unreadable text will not help.
If I were to redo the NPE, I would first have better default window positions so new players have a context in which to talk to other players. I would then add a small window that is a context sensitive "activities" window. Click a blueprint in your assets, the content of the window would change to "build, research, evelopedia". Click a ship in space and you get a portrait of the pilot, ship icon, info on the ship (size, class, typical engagement range, ewar strengths etc, but obviously no new intel like what is actually fit.) Work all the tutorials into that context sensitive window, along with some "click here" arrows showing rookies rather than so much telling. (over time I would rework every window in the game to mesh with or be replaced by the activities window to turn EVE into an actual cohesive streamlined game. in fact making EVE a streamlined cohesive game would be a top priority for me, and you aren't going to get there with unfocused unintuitive unproductive inventory systems.)
The NPE needs less talkie talkie, more doing doing. Otherwise it just makes EVE seem boring and more confusing than it actually is. |

Commissar Kate
Ishuk-Raata Enforcement Directive
40
|
Posted - 2012.07.13 15:23:00 -
[40] - Quote
Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. |

Salpun
Paramount Commerce Masters of Flying Objects
340
|
Posted - 2012.07.13 15:32:00 -
[41] - Quote
Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point.
The blue print was linkable but did not have a material list so its a incomplete asset. |

Gloredon
Lightspeed Enterprises Tactical Narcotics Team
2
|
Posted - 2012.07.13 16:03:00 -
[42] - Quote
Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
Also the Atron needs a third set of hardpoints. The others all have them. |
|

CCP FoxFour
C C P C C P Alliance
104

|
Posted - 2012.07.13 16:14:00 -
[43] - Quote
Sarmatiko wrote:List of static data changes: http://pastebin.com/cb3uWccyAgents in Yrmori now have properties (you still cannot talk with them though). Attack Frigate changesSmall boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. Also you can now force launcher to launch using shortcut, just like I suggested in February 
Specifically:
Quote:Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled.
This is not correct. The names of the implants have changed, but their bonuses have not. I fixed a defect where the names did not match the bonus amount. :) Content Designer | Team Five 0 @regnerBA |
|

Salpun
Paramount Commerce Masters of Flying Objects
340
|
Posted - 2012.07.13 16:16:00 -
[44] - Quote
CCP FoxFour wrote:Sarmatiko wrote:List of static data changes: http://pastebin.com/cb3uWccyAgents in Yrmori now have properties (you still cannot talk with them though). Attack Frigate changesSmall boost for deadspace small Remote Shield Rechargers and Remote Armor Repairers Elite Drone Parasite now have bounty Skill Ethnic Relations renamed to Diplomatic Relations and now affect war ally cost Crash Boosters now affect capitals? Assault Missile renamed to Heavy Assault Missile Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. Also you can now force launcher to launch using shortcut, just like I suggested in February  Specifically: Quote:Eifyr and Co. 'Rogue' Afterburner and Eifyr and Co. 'Rogue' Warp Drive Operation implant bonuses now doubled. This is not correct. The names of the implants have changed, but their bonuses have not. I fixed a defect where the names did not match the bonus amount. :) Thanks for the clarification |
|

CCP FoxFour
C C P C C P Alliance
104

|
Posted - 2012.07.13 16:17:00 -
[45] - Quote
Salpun wrote:Implants sorted by function now 
Hope you guys like this. :D
Content Designer | Team Five 0 @regnerBA |
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CCP Fozzie
C C P C C P Alliance
7

|
Posted - 2012.07.13 16:17:00 -
[46] - Quote
Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. |
|
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CCP FoxFour
C C P C C P Alliance
104

|
Posted - 2012.07.13 16:17:00 -
[47] - Quote
Salpun wrote:Thanks for the clarification 
You're welcome! Content Designer | Team Five 0 @regnerBA |
|

Salpun
Paramount Commerce Masters of Flying Objects
340
|
Posted - 2012.07.13 16:19:00 -
[48] - Quote
More devs Now we just need even more devs |

Denidil
Red Federation RvB - RED Federation
297
|
Posted - 2012.07.13 16:24:00 -
[49] - Quote
CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus.
any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ...
....
what? I WANT TO EFT WARRIOR! :D I like all these gankbear tears, now maybe you'll have to go prove your "l33t pvp" skills against something that shoots back like the rest of us do. |
|

CCP FoxFour
C C P C C P Alliance
104

|
Posted - 2012.07.13 16:53:00 -
[50] - Quote
Denidil wrote:CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ... .... what? I WANT TO EFT WARRIOR! :D
RvB wants to EFT warrior a minning frigate? Um... what? Content Designer | Team Five 0 @regnerBA |
|

Grideris
Fleet Coordination Commission Fleet Coordination Coalition
238
|
Posted - 2012.07.13 17:13:00 -
[51] - Quote
CCP FoxFour wrote:Denidil wrote:CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus. any ETA on when the mining ship changes and the new mining frigate will show up in the data dumps? ... .... what? I WANT TO EFT WARRIOR! :D RvB wants to EFT warrior a minning frigate? Um... what?
They need to work out the minimum requirements to gank it in highsec. That or to make the battle Mining Frigate and see if it would be a worthy ally to the mighty battle badger. http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com - the blog site with everything else DUST 514 you need
|

Denidil
Red Federation RvB - RED Federation
297
|
Posted - 2012.07.13 17:42:00 -
[52] - Quote
Grideris wrote:CCP FoxFour wrote: what? I WANT TO EFT WARRIOR! :D
RvB wants to EFT warrior a minning frigate? Um... what?
They need to work out the minimum requirements to gank it in highsec. That or to make the battle Mining Frigate and see if it would be a worthy ally to the mighty battle badger.[/quote]
not just hte frigates .. the barges. I have an industrial alt, so i want to see if i can finally go back to mining without having to worry about gankbears :D I like all these gankbear tears, now maybe you'll have to go prove your "l33t pvp" skills against something that shoots back like the rest of us do. |

Warde Guildencrantz
TunDraGon
7
|
Posted - 2012.07.13 18:00:00 -
[53] - Quote
CCP Fozzie wrote:Gloredon wrote:Tried out all the re-balanced frigates. Not bad, but it seems that now the condor has one bonus, not two, compared with the other ships. Is this the new plan?
We essentially gave the Condor two 5% damage bonuses since we don't do ROF bonuses on rockets (lag prevention) so it was cleaner to just call it one 10% bonus.
Can it be then switched to a 10% per level to kinetic and 5% damage per level to the other types? Essentially the 10% bonus to kinetic is a big boost, yes, but the other types (which would have been upped with a rate of fire bonus) suffer. It shouldn't be the case where kinetic does 110dps and the other types do 50-60dps, that's just unreasonable, they should be SOMETIMES better to use than kinetic, meaning they do around 75% of what the kinetic damage type does. (80-90) |

Keras Authion
Science and Trade Institute Caldari State
98
|
Posted - 2012.07.13 18:05:00 -
[54] - Quote
mkint wrote:The problem with tutorials in general is they tell rather than show.
...
I kind of agree with you, but how? Animated gif on the tutorial window? Overlay showing you how to? Game takes over your mouse? A cutscene? Something else? (These ideas are just off from the top of my mind. Cursor takeover and cutscenes are just lame imo for the record) We're talking about the really basic level stuff here, like right-click that and press F1. The current system has got the advantage of being able to read and comprehend at your own pace, then learn by doing. It might not be the most exciting thing but it's reasonably effective. Also no matter how much you tweak it, there is always a need for text to explain something. You could do it by showing an animated overlay right-clicking the object you need to warp to but having only that feels like underestimating the player if there's no explaining included.
The button-clicking thing you are entirely right-on. The windows barely show anything at all and all the information has to be dug from the help menu tutorial tree. Stuff like "what is a jump clone?", "what happens if the capacitor is not stable?" and "I have no idea what I am looking at in this market screen" could be done much better for everyone. Most modern programs come with a help button. I see no reason why it couldn't be done here. Every window should get a button either opening another window packed full of info about the buttons and columns that are in view or an overlay explaining what anything does, either immediately with a link to evelopedia or expanding with mouse-over.
To expand on the previous, here's an example (maybe this should be in F&I): You open the cloning window and have no idea what it is. Luckily there is a help button which dims the screen that gives a few sentence description about what clones are used for (Clones are used to preserve your skillpoints in the case you die. You can manage your clones from this window) and one sentence for "upgrade clone" and "change station" buttons("Upgrade your clone to hold more skillpoints" and "Select the station you wish to wake up when you die").. Rolling the mouse over either button brings more information why you would like to do that ("Your clone can only hold a limited number of skillpoints. If your clone cannot hold as many skillpoints as you currently have, you will lose a portion of the exceeding amount when you die. You can also install a jumpclone from here" and "Select the station you want to wake up when you die. This can be useful when you want to start from a location with assembled ships or a shorter distance away from the action"). The previous post was rated "C" for capsuleer. |

Lord Helghast
Intergalactic Syndicate Nulli Secunda
99
|
Posted - 2012.07.13 19:39:00 -
[55] - Quote
I really really do love when devs post about new stuff :)
Note no one talked about that "clone blueprint" thing though ... HMMMMMMMMMmmmmmm perhaps we'll finally get a surgical table that takes blueprints to extract implants from dead corpses MUAHAHAHJAYHAHAhA lol
On a serious note
i do agree with Warde, if your not giving it a ROF bonus u're nerfing the other 3 damage types for the sake of the server... give it a 5% for other damage types atleast. |

Commissar Kate
Ishuk-Raata Enforcement Directive
40
|
Posted - 2012.07.13 20:07:00 -
[56] - Quote
Salpun wrote:Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point. The blue print was linkable but did not have a material list so its a incomplete asset.
I did a little further digging on the "Clone Blueprint" today and it seems they do exist, they are even on TQ's database but they show as a unpublished item.
http://games.chruker.dk/eve_online/item.php?type_id=681
http://games.chruker.dk/eve_online/item.php?type_id=682
Could this possibly be what was seen on SiSi? |

Salpun
Paramount Commerce Masters of Flying Objects
340
|
Posted - 2012.07.13 20:09:00 -
[57] - Quote
Commissar Kate wrote:Salpun wrote:Commissar Kate wrote:Where exactly is this "Clone Blueprint" thing found? I have yet to locate it. Its an unlisted item like the dev tools is all we can figure out. Possible troll but if its in that database some where its a good talking point. The blue print was linkable but did not have a material list so its a incomplete asset. I did a little further digging on the "Clone Blueprint" today and it seems they do exist, they are even on TQ's database but they show as a unpublished item. http://games.chruker.dk/eve_online/item.php?type_id=681http://games.chruker.dk/eve_online/item.php?type_id=682Could this possibly be what was seen on SiSi? It was the second one. |
|

CCP Manifest
C C P C C P Alliance
457

|
Posted - 2012.07.13 21:16:00 -
[58] - Quote
Ah cool thread. Thanks for this and I'll make sure it's in the right inboxes.
======== o7 CCP Manifest | Public Relations and Social Media | @ccp_manifest |
|

Salpun
Paramount Commerce Masters of Flying Objects
340
|
Posted - 2012.07.13 21:18:00 -
[59] - Quote
CCP Manifest wrote:Ah cool thread. Thanks for this and I'll make sure it's in the right inboxes.
Thanks  |

Circumstantial Evidence
42
|
Posted - 2012.07.13 22:55:00 -
[60] - Quote
While you're renaming things, please look at rigs. They are a jumbled mess when sorted alphabetically, would like to see the names lead off with a Group classification word.
Medium Armor: Anti-EM Pump I Medium Armor: Aux Nano Pump I Medium Astronautic: Aux Thrusters I (something like this)
|

Eva Entari
School of Applied Knowledge Caldari State
0
|
Posted - 2012.07.14 20:36:00 -
[61] - Quote
Biggest change is clearly the buffed t2 plates. I feel my whole world crumbling around me. |

Julia Niac
Saltatio Vita AAA Citizens
0
|
Posted - 2012.07.15 02:37:00 -
[62] - Quote
Salpun wrote:
New NPE is in
trolol .. what version NPE are we on now? I get it .. hell its kind of awesome .. but i think we are on overhaul 7 .. maybe 8 now. Its funny, in an ironic way.
|

Taurich Vorsel
13
|
Posted - 2012.07.15 05:49:00 -
[63] - Quote
Morwen Lagann wrote:Quote:"Akemon's Modified 'Noble' ZET5000" "Inherent Implants 'Noble' Hull Upgrades HG-1008"  Is it really necessary to remove the unique names from rare items? oh noooooo
Please don't do this dev's The Pashan's and Akemon's are like the monocles of the implant world
Don't desexify my jump clone page
Add them to market by all means, and if I were to make another suggestion it would be to regroup all implants as meta level HG-1001 lowest meta, up through HG-1006, then Akemon's/Pashan's as a storyline meta
You could do the same with attribute implants, with pirate sets as the t2 variant.
This would make it much easier to find all implants. Copine Callmeknau disappeared one day now we are left with Taurich Vorsel AKA BIZARRO COPE! |

Jim Luc
Dirt Nap Squad Dirt Nap Squad.
30
|
Posted - 2012.07.15 08:42:00 -
[64] - Quote
CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me 
Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
|

Danfen Fenix
138
|
Posted - 2012.07.15 10:49:00 -
[65] - Quote
Jim Luc wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
This would be great Restock option, with easy selection of an 'amount' of the fit to restock (and obviously, total price shown before purchase...). Would buy all modules/ship in the fit up to the amount chosen.
Shouldnt be too hard to do I dont think   |

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.15 10:56:00 -
[66] - Quote
They are heading in that direction but I think they are like 3 or 4 coding changes away They talked about the other way being more important fully fit ships on the market including maybe a recolor/ reskins so ships manufactured by individual people can be used as brand marketing.
We will most likely not see shoping list type features untill the V3 project is complete. |

MotherMoon
Blue Republic RvB - BLUE Republic
978
|
Posted - 2012.07.15 11:12:00 -
[67] - Quote
Jim Luc wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
that's already in. you drag the fitting to the market quickbar.
Speaking of which can we get less of this hidden features crap? Punkturis, your awesome ally system left click menu UI, if that was in the fitting window to bring up all parts in the market, it wouldn't feel as hidden.
Why dust 514 is on Console and not PCBattle field 3 sales Xbox 360: 2.2 million PlayStation 3: 1.5 million PC: 500,000http://dl.eve-files.com/media/1206/scimi.jpg |

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.15 11:15:00 -
[68] - Quote
MotherMoon wrote:Jim Luc wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option. that's already in. you drag the fitting to the market quickbar. Speaking of which can we get less of this hidden features crap? Punkturis, your awesome ally system left click menu UI, if that was in the fitting window to bring up all parts in the market, it wouldn't feel as hidden. Shoping lists which can be seen by more then one person and can be purchased all at once instead of going line by line is the final goal and they are not there yet. |

Jim Luc
Dirt Nap Squad Dirt Nap Squad.
30
|
Posted - 2012.07.15 18:37:00 -
[69] - Quote
Salpun wrote:They are heading in that direction but I think they are like 3 or 4 coding changes away  They talked about the other way being more important fully fit ships on the market including maybe a recolor/ reskins so ships manufactured by individual people can be used as brand marketing. We will most likely not see shoping list type features untill the V3 project is complete.
Being able to sell fully fit ships would really be great. Especially if you can put your own paintjob on ships to make them unique, it would really allow industrialists a way to market as well.
It would also be cool to have a unique container that can fit fully-fit and assembled ships so they can be transported around for sale, that you can put multiple assembled ships into, but reduces the assembled ship's m3 by something like 30% - 40%. This way we start shipping fully assembled ships rather than the parts separately. Perhaps this is already in the game?
Some might say that this "dumbs EVE down" but in reality it allows some people to just jump into a ship and start flying, and quickly replace that ship. Those that have the extra time to spend can make a profit by assembling multiple loadouts and can selling them in a location where they are in demand. |
|

CCP karkur
C C P C C P Alliance
1133

|
Posted - 2012.07.15 21:49:00 -
[70] - Quote
M'nu wrote:Here is my feedback.
The market window+browse is so ******* boss.
I'm serious.
Except for when I search for an item, and I am not specific in my search and get the cool dropdown menus. I do not get the 'groups' functionality.
So if I search for 'nosf' and select the Ship Equipment tab on the left side, I don't get that chosen selection on the right side. Glad you like it 
The groups you get when searching should not have group functionality, because they are not like the groups that populate the group page. They are just the top groups, and when you click them when browsing, the stuff is not loaded in the group page (otherwise you would get hundreds/thousands of items in the group page when clicking thouse groups). CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
|
|

CCP karkur
C C P C C P Alliance
1133

|
Posted - 2012.07.15 22:03:00 -
[71] - Quote
Jim Luc wrote: Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
Did you know that you can drag fittings to the quickbar tab in the market window, and have everything fitted added in a folder to the quickbar? If you didn't maybe you can check that out and see if that helps. Edit: oops, someone beat me to it  CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
|

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.15 22:06:00 -
[72] - Quote
CCP karkur wrote:M'nu wrote:Here is my feedback.
The market window+browse is so ******* boss.
I'm serious.
Except for when I search for an item, and I am not specific in my search and get the cool dropdown menus. I do not get the 'groups' functionality.
So if I search for 'nosf' and select the Ship Equipment tab on the left side, I don't get that chosen selection on the right side. Glad you like it  The groups you get when searching should not have group functionality, because they are not like the groups that populate the group page. They are just the top groups, and when you click them when browsing, the stuff is not loaded in the group page (otherwise you would get hundreds/thousands of items in the group page when clicking thouse groups). Prices are still broke ont the group page when you access them from the top of a searched item. Once that is fixed people will see the ease of use.
|
|

CCP karkur
C C P C C P Alliance
1133

|
Posted - 2012.07.15 22:15:00 -
[73] - Quote
Salpun wrote:Prices are still broke ont the group page when you access them from the top of a searched item. Once that is fixed people will see the ease of use.
Could you please clarify that? I don't understand what you mean. CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
|

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.15 22:21:00 -
[74] - Quote
CCP karkur wrote:Salpun wrote:Prices are still broke ont the group page when you access them from the top of a searched item. Once that is fixed people will see the ease of use.
Could you please clarify that? I don't understand what you mean. If the show only available option is clicked the system works the same but if it is not clicked the group tab does not show prices and where it is.
|
|

CCP karkur
C C P C C P Alliance
1133

|
Posted - 2012.07.15 22:23:00 -
[75] - Quote
Nevigrofnu Mrots wrote:- the tooltip could be a little smaller in height? - the tooltip could have the delay configurable to our wishes? - the tooltip could be turn off? - The market search results, could it show them with the folders expanded when we are just facing like 10-20 results max? - Can the market search field help me write the remaining of the product name I'm looking for by presenting a combo with name options, like google? Bug: tooltips for electronic warfare modules are showing the variables and not the values... Tooltips and search are awesome, hi5 to the team that implemented that  First off, hi5! 
The tooltips do have the same delay as the hints... I doubt that we will change it for release, but we can look into that. I will be making small changes to the tooltips before release, and that might include reducing their height a little bit.
The market search will remember the state of the folder/group... so if you open "ship equipment" in one search, and then search for something else, when the results load, "ship equipment" will be expanded (same goes for the faction, storyline, officer and deadspace groups),
Could you please file a bugreport (with pictures) on the tooltip bug? That would help alot (and then post the bugreport ID either here or send it to me) CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
|

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.15 22:44:00 -
[76] - Quote
Ballistic damage control do not show damage increase. Microwarp does not show speed bonus. Can we have those tool tips on the fitting screen also With all the stats not just the range and damage. |

Gilbaron
Free-Space-Ranger Ev0ke
287
|
Posted - 2012.07.15 23:24:00 -
[77] - Quote
can you please allow me to make the list in the market broader ? there is a maximum on the width, not very cool (see bugreport 141002)
arent you on vacation btw ? stop working ! |

MotherMoon
Blue Republic RvB - BLUE Republic
979
|
Posted - 2012.07.16 03:55:00 -
[78] - Quote
Why doesn't it look like the shiny UI in the trailer?
I mean its a boring box :/ Why dust 514 is on Console and not PCBattle field 3 sales Xbox 360: 2.2 million PlayStation 3: 1.5 million PC: 500,000http://dl.eve-files.com/media/1206/scimi.jpg |

Salpun
Paramount Commerce Masters of Flying Objects
344
|
Posted - 2012.07.16 05:07:00 -
[79] - Quote
MotherMoon wrote:Why doesn't it look like the shiny UI in the trailer?
I mean its a boring box :/ Once all the info is linkable/ ie showable, in a way that does not kill the server its just an art department issue I think.
Lets get all the data showing correctly and then talk about all the shiny bits. One step at a time. CCP is big about not redoing work if they do not have to . When they get the rest of the back end tech fixed then we will get the shiny interface.
Options like turning it off and how to show it need to be programed first. however its a step in the right direction. |

Asha Xa'clan
Federal Defense Union Gallente Federation
0
|
Posted - 2012.07.16 07:42:00 -
[80] - Quote
The rig and cargo fitting is great, it'll make fitting my ships faster and I'm less likely to forget something important if I'm in a hurry. Does this also work for drones in the drone bay? If not, that would be a great addition.
Another idea would be to also save the weapon groupings and module shortcut positiions together with the fitting, so that you don't have to group your weapons again and move all modules to your preferred key. I don't know if that is actually connected with the fitting code, but if that would be possible it would be really useful. |

glepp
Agony Unleashed Agony Empire
85
|
Posted - 2012.07.16 19:43:00 -
[81] - Quote
CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me 
<3, lots of it!
|

Malin Milenkov
Atztech Inc.
2
|
Posted - 2012.07.16 20:18:00 -
[82] - Quote
Regarding the market search and item list, long item names get cut off if the field isn't wide enough, making it sometimes hard to identify the item (e.g. T3 subsystems). I suppose we don't get tooltips back anytime soon, so how about a horizontal scrollbar?
Thanks for listening. |

Gaia Ma'chello
V.I.C.E. Comic Mischief
16
|
Posted - 2012.07.17 15:39:00 -
[83] - Quote
CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me 
I bug reported the "not fitting anything" issue a couple of days before your post. It was really annoying as I had stolen a Proteus with a T2 rig on it, and could not use saved fits to re-fit it. Any connection? Also, I updated the bug report to say you fixed it and the report can be closed. |
|

CCP Punkturis
C C P C C P Alliance
2755

|
Posted - 2012.07.18 23:07:00 -
[84] - Quote
Gaia Ma'chello wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  I bug reported the "not fitting anything" issue a couple of days before your post. It was really annoying as I had stolen a Proteus with a T2 rig on it, and could not use saved fits to re-fit it. Any connection? Also, I updated the bug report to say you fixed it and the report can be closed.
I fixed it in June before I went on vacation but some other people had bug reported it too. I do like that you bug reported it because that always helps us fix issues, thanks  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

MotherMoon
Blue Republic RvB - BLUE Republic
987
|
Posted - 2012.07.18 23:25:00 -
[85] - Quote
CCP karkur wrote:Jim Luc wrote: Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
Did you know that you can drag fittings to the quickbar tab in the market window, and have everything fitted added in a folder to the quickbar? If you didn't maybe you can check that out and see if that helps. Edit: oops, someone beat me to it 
It's too hidden. make a big SEND TO MARKET QUICKBAR button somewhere :/ Why dust 514 is on Console and not PCBattle field 3 sales Xbox 360: 2.2 million PlayStation 3: 1.5 million PC: 500,000http://dl.eve-files.com/media/1206/scimi.jpg |

Xercodo
Disturbed Friends Of Diazepam
1223
|
Posted - 2012.07.19 00:11:00 -
[86] - Quote
CCP Punkturis wrote:Gaia Ma'chello wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  I bug reported the "not fitting anything" issue a couple of days before your post. It was really annoying as I had stolen a Proteus with a T2 rig on it, and could not use saved fits to re-fit it. Any connection? Also, I updated the bug report to say you fixed it and the report can be closed. I fixed it in June before I went on vacation but some other people had bug reported it too. I do like that you bug reported it because that always helps us fix issues, thanks 
You'll get a lot more people posting them properly if you were to reward us in some way. I know everyone wants a "thank you" from the great punkturis, but people are shallow and they want stuff for their effort. Perhaps a free day of game time? And of course only for reports that are filed properly and help the devs actually fix it. Maybe a free day for people that just report an existing bug, and a free week for the detailed ones?
I dunno, I'm throwing number out there. Also I bet if you guys collected a list of current popular bugs form the system, maybe top 5, and sent a poll out to all active accounts which one do they encounter the most (also with the option to pick "Not Listed" or "None", I'm sure you'll find there is a huge number more of people that experience the bugs than the bug report count for that bug indicates.
Or do you guys already know that and consider that fro each report you get you assume there are 20 other players out there encountering it and not reporting it? The Drake is a Lie |

Mioelnir
Cataclysm Enterprises Ev0ke
75
|
Posted - 2012.07.19 00:26:00 -
[87] - Quote
Taurich Vorsel wrote:Morwen Lagann wrote:Quote:"Akemon's Modified 'Noble' ZET5000" "Inherent Implants 'Noble' Hull Upgrades HG-1008"  Is it really necessary to remove the unique names from rare items? oh noooooo Please don't do this dev's
So very much this. There is absolutely no need to mess with the cosmos officer / storyline implants. And it also does not help anyone, since the new name suggests it is another LP store hardwiring, which it is not. It actually adds confusion.
Also Ogdin's and Whelan Machorin's cosmos/storyline implants will generate namespace collisions under the LP store naming convention, while at least Whelan's is different (lower skill requirements). Not sure on Ogdin's, don't know its skill preqs by heart.
Also, since renaming officer stuff is now on the table, will "Tobias' Modified Gyrostabilizer" be renamed into "Meta 14 Gyrostabilizer - Very Good" etc.?
|

Noriko Mai
516
|
Posted - 2012.07.19 01:26:00 -
[88] - Quote
What does "Channel flash has some added fuctionality" mean? |

Salpun
Paramount Commerce Masters of Flying Objects
348
|
Posted - 2012.07.19 05:34:00 -
[89] - Quote
Noriko Mai wrote:What does "Channel flash has some added fuctionality" mean? The testers think it indicates when someone jumps into the system but its not stable yet so until a dev states when the effects get triggered its a mystery. |
|

CCP Goliath
C C P C C P Alliance
658

|
Posted - 2012.07.19 11:10:00 -
[90] - Quote
Xercodo wrote:CCP Punkturis wrote:Gaia Ma'chello wrote:CCP Punkturis wrote:Team Super Friends (your best friends) made some changes to saved fittings Saved fittings now fit rigs (if there aren't any rigs on the ships) - you get a question asking if you like to fit rigs or not like alays Saved fittings with items you don't have skills to fit now fit everything except the items you don't have skills to fit (instead of not fitting anything) Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting I'm pretty sure it's all there but I'm on vacation so I bet Paradox or Tuxford can verify it for me  I bug reported the "not fitting anything" issue a couple of days before your post. It was really annoying as I had stolen a Proteus with a T2 rig on it, and could not use saved fits to re-fit it. Any connection? Also, I updated the bug report to say you fixed it and the report can be closed. I fixed it in June before I went on vacation but some other people had bug reported it too. I do like that you bug reported it because that always helps us fix issues, thanks  You'll get a lot more people posting them properly if you were to reward us in some way. I know everyone wants a "thank you" from the great punkturis, but people are shallow and they want stuff for their effort. Perhaps a free day of game time? And of course only for reports that are filed properly and help the devs actually fix it. Maybe a free day for people that just report an existing bug, and a free week for the detailed ones? I dunno, I'm throwing number out there. Also I bet if you guys collected a list of current popular bugs form the system, maybe top 5, and sent a poll out to all active accounts which one do they encounter the most (also with the option to pick "Not Listed" or "None", I'm sure you'll find there is a huge number more of people that experience the bugs than the bug report count for that bug indicates. Or do you guys already know that and consider that fro each report you get you assume there are 20 other players out there encountering it and not reporting it?
We are obviously aware that a small subsection of players bugreport issues encountered compared to those who experience the bug. Attaching a hard number to this would be naive, we treat it more on a case by case basis. In some cases we can use metrics to pin down exact numbers of users affected. This, combined with complexity of fix, origin point of the defect, how "painful" the defect is and if there is a workaround for it or not go a long way to determine our prioritisation of the defect.
As for getting free game time for reporting bugs, not so much If people don't post them properly they generally get bounced back to the player. If they post them well, they'll get reproduced and either attached to an existing defect or have a defect created from them. CCP Goliath | QA Director | @CCP_Goliath |
|

BeanBagKing
Terra Incognita Intrepid Crossing
169
|
Posted - 2012.07.19 13:08:00 -
[91] - Quote
CCP Punkturis wrote:
Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
CCP Punkturis best Punkturis! Please tell me this includes things like jump fuel (in fuel bays) and nanite paste/drugs |

Salpun
Paramount Commerce Masters of Flying Objects
348
|
Posted - 2012.07.19 14:42:00 -
[92] - Quote
New build. What changed?
|

Karash Amerius
Sutoka
62
|
Posted - 2012.07.19 20:30:00 -
[93] - Quote
Keep having issues patching SISI...but can someone see if you can "CANCEL" market orders from the market view, or do you still have to go find them in your orders tab? Modify was great, cancel would be helpful as well. Karash Amerius Operative, Sutoka |

Xercodo
Disturbed Friends Of Diazepam
1225
|
Posted - 2012.07.19 21:58:00 -
[94] - Quote
CCP Goliath wrote:We are obviously aware that a small subsection of players bugreport issues encountered compared to those who experience the bug. Attaching a hard number to this would be naive, we treat it more on a case by case basis. In some cases we can use metrics to pin down exact numbers of users affected. This, combined with complexity of fix, origin point of the defect, how "painful" the defect is and if there is a workaround for it or not go a long way to determine our prioritisation of the defect. As for getting free game time for reporting bugs, not so much  If people don't post them properly they generally get bounced back to the player. If they post them well, they'll get reproduced and either attached to an existing defect or have a defect created from them.
Yeah I figured it was something like that. I just wish there was some easy way to incentivize proper bug reporting. The Drake is a Lie |

PinkKnife
Noir. Academy Noir. Mercenary Group
169
|
Posted - 2012.07.19 22:20:00 -
[95] - Quote
Is it possible to get whoever initially reported a bug to get credited in the patch notes? |

Salpun
Paramount Commerce Masters of Flying Objects
348
|
Posted - 2012.07.20 01:21:00 -
[96] - Quote
http://www.eveonline.com/inferno/ is updated |

MotherMoon
Blue Republic RvB - BLUE Republic
988
|
Posted - 2012.07.20 05:41:00 -
[97] - Quote
PinkKnife wrote:Is it possible to get whoever initially reported a bug to get credited in the patch notes?
This i like. It's a reward, but it's not serious Why dust 514 is on Console and not PCBattle field 3 sales Xbox 360: 2.2 million PlayStation 3: 1.5 million PC: 500,000http://dl.eve-files.com/media/1206/scimi.jpg |

Anton Abo
State War Academy Caldari State
9
|
Posted - 2012.07.20 18:21:00 -
[98] - Quote
CCP Punkturis wrote:Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting
Oh great ! Thanks so much !   
Would it be possible to expand the list to non-ammo as well ? it kinda takes a long time to daily fill those industrials with the P2 goods to bring them to the factory planets. That would help a lot. I suppose it's the same for POS fuel (maybe less now that we have fuel blocks)...
Thanks anyway ! |

Salpun
Paramount Commerce Masters of Flying Objects
349
|
Posted - 2012.07.20 18:48:00 -
[99] - Quote
Anton Abo wrote:CCP Punkturis wrote:Saved fittings now save ammo in cargo and fit that in cargo when fitting that saved fitting Oh great ! Thanks so much !    Would it be possible to expand the list to non-ammo as well ? it kinda takes a long time to daily fill those industrials with the P2 goods to bring them to the factory planets. That would help a lot. I suppose it's the same for POS fuel (maybe less now that we have fuel blocks)... Thanks again ! Have you jumped on Sisi and tested it they way you would use it the most on TQ? If it does not then you have a great feed back point for dev action. |

Maz3r Rakum
The Imperial Fedaykin
40
|
Posted - 2012.07.20 19:14:00 -
[100] - Quote
http://www.eveonline.com/inferno/the-rebalancing-initiative/
According to that they say that barges are receiving a minor update in 1.2. I saw the dev blog outlining the changes, just wondering if these changes are on Sisi yet, or if there are any more specifics available. |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.20 19:20:00 -
[101] - Quote
Maz3r Rakum wrote:http://www.eveonline.com/inferno/the-rebalancing-initiative/
According to that they say that barges are receiving a minor update in 1.2. I saw the dev blog outlining the changes, just wondering if these changes are on Sisi yet, or if there are any more specifics available. They should be on next week the 3rd patch was only bug fixes and there as not been one today |

Maz3r Rakum
The Imperial Fedaykin
40
|
Posted - 2012.07.20 19:23:00 -
[102] - Quote
Salpun wrote:Maz3r Rakum wrote:http://www.eveonline.com/inferno/the-rebalancing-initiative/
According to that they say that barges are receiving a minor update in 1.2. I saw the dev blog outlining the changes, just wondering if these changes are on Sisi yet, or if there are any more specifics available. They should be on next week the 3rd patch was only bug fixes and there as not been one today
Thanks for the update. And as much as I love ganking hulks, they probably need a slight buff. But 75% of the hulks i've ganked have completely empty midslots, so it is hard to feel that bad for them. 
It will be interesting to see the inbound changes. |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.20 20:11:00 -
[103] - Quote
Did some testing:
Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added
Cap boosters and charges, and crystals do save. |

Anton Abo
State War Academy Caldari State
9
|
Posted - 2012.07.20 20:32:00 -
[104] - Quote
Salpun wrote:Have you jumped on Sisi and tested it they way you would use it the most on TQ? If it does not then you have a great feed back point for dev action. Yes I have.
Currently on Sisi, when you save a ship fitting, you have an additionnal "Charge" category, that lists ammo for your ship. Ammo can be actual ammo, or utility ammo like scripts, cap booster charges, or nanite repair paste.
But if you have anything else in your cargo, it won't be saved in the fitting. 
I would love to be able to save an industrial fit with a precise quantity of a dozen of different P1 products so I don't have to manually move this exact amount of P1 in it every time I want to load up a manufacturing planet.
It's moving away the initial design from it's purpose a bit, but the limitation to ammo feels a bit arbitrary. Leaving the option to save a fit with other-than-ammo in cargo shouldn't break anything, should it ? |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.20 20:37:00 -
[105] - Quote
Anton Abo wrote:Salpun wrote:Have you jumped on Sisi and tested it they way you would use it the most on TQ? If it does not then you have a great feed back point for dev action. Yes I have. Currently on Sisi, when you save a ship fitting, you have an additionnal "Charge" category, that lists ammo for your ship. Ammo can be actual ammo, or utility ammo like scripts, cap booster charges, or nanite repair paste. But if you have anything else in your cargo, it won't be saved in the fitting.  I would love to be able to save an industrial fit with a precise quantity of a dozen of different P1 products so I don't have to manually move this exact amount of P1 in it every time I want to load up a manufacturing planet. It's moving away the initial design from it's purpose a bit, but the limitation to ammo feels a bit arbitrary. Leaving the option to save a fit with other-than-ammo in cargo shouldn't break anything, should it ? edit : damn you beat me ; too long to type  lol great feed back now we just need to give more examples of what people want to use this for so we can see if we can get a cargo section added to the fittings |

Maz3r Rakum
The Imperial Fedaykin
40
|
Posted - 2012.07.20 20:58:00 -
[106] - Quote
Most of my pvp ships are fitted with exotic dancers. I'd love to be able to save these in my fits.  |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.20 21:00:00 -
[107] - Quote
Maz3r Rakum wrote:Most of my pvp ships are fitted with exotic dancers. I'd love to be able to save these in my fits.  tried no luck |

BeanBagKing
Terra Incognita Intrepid Crossing
179
|
Posted - 2012.07.20 23:37:00 -
[108] - Quote
Salpun wrote:Anton Abo wrote:Salpun wrote:Have you jumped on Sisi and tested it they way you would use it the most on TQ? If it does not then you have a great feed back point for dev action. Yes I have. Currently on Sisi, when you save a ship fitting, you have an additionnal "Charge" category, that lists ammo for your ship. Ammo can be actual ammo, or utility ammo like scripts, cap booster charges, or nanite repair paste. But if you have anything else in your cargo, it won't be saved in the fitting.  I would love to be able to save an industrial fit with a precise quantity of a dozen of different P1 products so I don't have to manually move this exact amount of P1 in it every time I want to load up a manufacturing planet. It's moving away the initial design from it's purpose a bit, but the limitation to ammo feels a bit arbitrary. Leaving the option to save a fit with other-than-ammo in cargo shouldn't break anything, should it ? edit : damn you beat me ; too long to type  lol great feed back now we just need to give more examples of what people want to use this for so we can see if we can get a cargo section added to the fittings Great example is my carrier and dread. Both have extra fittings in the cargohold in case I need to refit at another carrier during an op. Pretty much anything and everything you can think of is on this list for these two ships. Extra armor/shield mods, cap rechargers/capacitor power relays for jumping, cloaking device, smartbombs, neuts, extra fuel, etc etc etc. Finding all these mods and fitting them is a pain in the !@# (thankfully I don't welp carriers and dreads... that often).
Pretty please expand this to corp hangers (where I keep most of my mods anyway), and fuel bays (it would be great to reload my dread with the correct amount of fuel and stront without looking).
I can't think of any subcap examples right off hand, but I'm sure they exist, for probably the same reason. |
|

CCP Punkturis
C C P C C P Alliance
2755

|
Posted - 2012.07.21 20:59:00 -
[109] - Quote
Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save.
we don't want to save everything in cargo, just ammo/charges Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.21 21:01:00 -
[110] - Quote
CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges I know but people still will ask for the option lol
Thanks for the reply |
|

CCP Punkturis
C C P C C P Alliance
2755

|
Posted - 2012.07.21 21:26:00 -
[111] - Quote
Salpun wrote:CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges I know but people still will ask for the option lol Thanks for the reply Any other news you want to pass on to us players 
I know! you guys always just ask for more!!! 
I'm still on vacation so there's nothing new  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Renan Ruivo
Irmandade Vera Cruz Alliance
826
|
Posted - 2012.07.21 21:43:00 -
[112] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges I know but people still will ask for the option lol Thanks for the reply Any other news you want to pass on to us players  I know! you guys always just ask for more!!!  I'm still on vacation so there's nothing new 
Any news on a way for us salvagers/looters to open all the dozens of cans sitting 1000m from us without having to manually click and open each and every one of them? Something like click and drag on the overview screen (or click on item at the top of the list, hold shift and click on item at the bottom to select all of them) and then click open to open all cargo cans.
My mouse's left button says "Thank you!". The world is a community of idiots doing a series of things until it explodes and we all die. |
|

CCP Punkturis
C C P C C P Alliance
2755

|
Posted - 2012.07.21 21:50:00 -
[113] - Quote
Renan Ruivo wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges I know but people still will ask for the option lol Thanks for the reply Any other news you want to pass on to us players  I know! you guys always just ask for more!!!  I'm still on vacation so there's nothing new  Any news on a way for us salvagers/looters to open all the dozens of cans sitting 1000m from us without having to manually click and open each and every one of them? Something like click and drag on the overview screen (or click on item at the top of the list, hold shift and click on item at the bottom to select all of them) and then click open to open all cargo cans. My mouse's left button says "Thank you!".
I don't have anything to do with inventory, I was making some changes to saved fittings. Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Aryth
GoonWaffe Goonswarm Federation
518
|
Posted - 2012.07.21 22:01:00 -
[114] - Quote
CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges
This is very limiting. Can you expand it to include fuel (ozone/stront) as well as Rigs? This is critical so that we can put rigs in cargo. This saves the player expense until they are 100% ready to use the ship, aka, sold through a contract, prefitted minus rigs that are in hold. |
|

CCP Punkturis
C C P C C P Alliance
2755

|
Posted - 2012.07.21 22:09:00 -
[115] - Quote
Aryth wrote:CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges This is very limiting. Can you expand it to include fuel (ozone/stront) as well as Rigs? This is critical so that we can put rigs in cargo. This saves the player expense until they are 100% ready to use the ship, aka, sold through a contract, prefitted minus rigs that are in hold.
rigs now get fitted on the ship as well
I listed all the changes I did on the first page of this thread  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

BeanBagKing
Terra Incognita Intrepid Crossing
180
|
Posted - 2012.07.21 23:19:00 -
[116] - Quote
CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges
I really hope this gets changed and everything gets saved (see my reasons above, it would save cap pilots a hellava headache) |

Renan Ruivo
Irmandade Vera Cruz Alliance
826
|
Posted - 2012.07.21 23:41:00 -
[117] - Quote
CCP Punkturis wrote:Renan Ruivo wrote:Any news on a way for us salvagers/looters to open all the dozens of cans sitting 1000m from us without having to manually click and open each and every one of them? Something like click and drag on the overview screen (or click on item at the top of the list, hold shift and click on item at the bottom to select all of them) and then click open to open all cargo cans.
My mouse's left button says "Thank you!". I don't have anything to do with inventory, I was making some changes to saved fittings.
Oh. I thought that this change was related to the user interface. Since you were the creator of the great "loot all" button, i thought that this would be another step in that same project. The world is a community of idiots doing a series of things until it explodes and we all die. |

Anton Abo
State War Academy Caldari State
9
|
Posted - 2012.07.21 23:58:00 -
[118] - Quote
CCP Punkturis wrote:I know! you guys always just ask for more!!!  I'm still on vacation so there's nothing new  Well we are giving feedback in the feedback thread
Changes are awesome already, we're just saying they could be even more !
Shouldn't you be on the beach or something instead of answering your never-satisfied players' questions ?  |

Aryth
GoonWaffe Goonswarm Federation
518
|
Posted - 2012.07.22 13:12:00 -
[119] - Quote
Just adding this here. These changes own and make this whole process easier. We of course just want our cake and eating it too :)
But if you could add saving rigs/ozone/probes to cargo too, that would be amazing and much appreciated. So you would have an option, cargo or fitted. Most people would like fitted, but there are cases where you need them in cargo so the person doesn't take the ISK hit until at "usage' location. |

Noriko Mai
519
|
Posted - 2012.07.22 22:43:00 -
[120] - Quote
Missions doesn't expire. Is this normal on SiSi? |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.22 22:44:00 -
[121] - Quote
Noriko Mai wrote:Missions doesn't expire. Is this normal on SiSi? I would submit a bug report as its most lilkely a bug with the new interface. |

bassie12bf1
Militaris Industries Cascade Imminent
32
|
Posted - 2012.07.22 23:06:00 -
[122] - Quote
The whole rig deal reminded me of something.
Would it be possible to have the search field in the inventory also look for groups?
Like when typing in "rig" it would also show any rigs in the inventory? |

Jim Luc
Dekker Corporation
30
|
Posted - 2012.07.23 03:46:00 -
[123] - Quote
CCP karkur wrote:Jim Luc wrote: Hi Punkturis, I know this isn't a request thread but thought I'd see if this was something easily accomplished. Is it possible to make a "shopping list" in the UI, where we can quickly find all of the items in a ship's fitting on the market based on Station, System, Region? Also it would be great to have a "restock" option, to quickly purchase groups of items at the current market price if they currently exist in your station. If not then it will list the closest and an ability to right-click -> view in market option.
Did you know that you can drag fittings to the quickbar tab in the market window, and have everything fitted added in a folder to the quickbar? If you didn't maybe you can check that out and see if that helps. Edit: oops, someone beat me to it 
Yep, I use that now that you and others have pointed that out, thank you.
HOWEVER! While this is nice, it's relatively limited, and having a way to make a shopping list not directly connected to the market, that can be shared, that doesn't necessarily have anything to do with fittings. I can already drag & drop items into notes (at least I think you can, right?), but being able to restock or quickly list all of the nearest stations/lowest prices and the option to purchase them would be really nice.
|
|

CCP karkur
C C P C C P Alliance
1147

|
Posted - 2012.07.23 10:27:00 -
[124] - Quote
Salpun wrote:Noriko Mai wrote:Missions doesn't expire. Is this normal on SiSi? I would submit a bug report as its most lilkely a bug with the new interface. If the missions don't expire at all (and they should expire), it's a bug with the missions. If the missions expire in the journal, but still hang around in the mission navigation thingy, then it's a bug in the mission navigation thingy.
If you are relitivly sure the mission should expire (some don't) or if they do expire but are not removed from the thingy, could you please file a bug report on it? CCP karkur | User Interface Programmer | Team Avatar | @CCP_karkur |
|
|

CCP Greyscale
C C P C C P Alliance
1397

|
Posted - 2012.07.23 11:23:00 -
[125] - Quote
Which missions aren't expiring and under what circumstances? I know Team PE was making changes to some missions (tutorial ones, I think?) to stop them from expiring at all. |
|

Noriko Mai
519
|
Posted - 2012.07.23 12:01:00 -
[126] - Quote
That are normal FW Missions. I tried level 1-4. The expire but are still in the mission journal. I'll bugreport it as soon as SiSi is up again and will post the Bug Report ID here. |

Salpun
Paramount Commerce Masters of Flying Objects
350
|
Posted - 2012.07.23 12:24:00 -
[127] - Quote
New build is up.
What changed? |

Noriko Mai
519
|
Posted - 2012.07.23 12:31:00 -
[128] - Quote
CCP karkur wrote:Salpun wrote:Noriko Mai wrote:Missions doesn't expire. Is this normal on SiSi? I would submit a bug report as its most lilkely a bug with the new interface. If the missions don't expire at all (and they should expire), it's a bug with the missions. If the missions expire in the journal, but still hang around in the mission navigation thingy, then it's a bug in the mission navigation thingy.  If you are relitivly sure the mission should expire (some don't) or if they do expire but are not removed from the thingy, could you please file a bug report on it?  Bug ID: 141392 |

Salpun
Paramount Commerce Masters of Flying Objects
351
|
Posted - 2012.07.23 15:58:00 -
[129] - Quote
http://pastebin.com/frBc2muR
Possible Mining barge changes. Not on Sisi yet. |

Zhentar
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2012.07.23 17:25:00 -
[130] - Quote
7500m3 ore hold on the hulk. Not enough m3 to hold more than one round of mining lasers when fully boosted. Interesting... |

Selnix
North Eastern Swat Pandemic Legion
1
|
Posted - 2012.07.23 17:26:00 -
[131] - Quote
CCP Punkturis wrote:Salpun wrote:Did some testing: Fuel blocks and other cargo can not be saved to a fitting so will not get added to the ship you are fitting. This needs to be added  Cap boosters and charges, and crystals do save. we don't want to save everything in cargo, just ammo/charges
Please reclassify Liquid Ozone, Heavy Water and Strontium Clathrates as charges then as both are used in that capacity for Cynos, Clone Vats, Industrial Cores & Siege/Triage Modules. Not being able to store a ship that is fitted with a cyno inside a carrier without first jetting the LO and then scooping it (assuming the carrier has cargo space available) is problematic. |

Commissar Kate
Ishuk-Raata Enforcement Directive
40
|
Posted - 2012.07.23 19:24:00 -
[132] - Quote
Salpun wrote:http://pastebin.com/frBc2muR
Possible Mining barge changes. Not on Sisi yet.
Looks like the noob ships got decent boost too, even if that only matters for new players or the occasional noob ship dual  |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
95
|
Posted - 2012.07.23 19:41:00 -
[133] - Quote
Zhentar wrote:7500m3 ore hold on the hulk. Not enough m3 to hold more than one round of mining lasers when fully boosted. Interesting...
Please make cargo expanders / cargo rigs affect the ore hold! If you make the Rigs/Expanders affect the ore hold it would also affect the Orca & Rorqual as well. Yes, that would be nice, but I don't see it happening (please, CCP, make it happen).
Doesn't matter if you have a dedicated ore runner or not, if you can't hold 2 cycles worth of Ore, you will be jetcan mining, so --
A better solution would be like the Retriever/Skiff - add some percentage to the Ore hold / Exhumer Level.
At Exhumer lvl 5, you'll end up with something on the order of: 5% / level - 9,572 m3 10% / level - 12,078 m3 HROLT CEO Live Free; Die Proud
Hammer Mineral Compression -á- The only way to go! |

Joelleaveek
Center for Advanced Studies Gallente Federation
62
|
Posted - 2012.07.23 20:40:00 -
[134] - Quote
Zhentar wrote:7500m3 ore hold on the hulk. Not enough m3 to hold more than one round of mining lasers when fully boosted. Interesting...
Please make cargo expanders / cargo rigs affect the ore hold!
What you want is the new Mackinaw, it has the largest ore hold and is more meant for solo (if that is your intent) Hulk is meant for pure yield and fleet ops. |

Noriko Mai
520
|
Posted - 2012.07.24 01:29:00 -
[135] - Quote
New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them... You can only quit the expired mission and lose standing.
Answer to my Bug report:
"The problem you have described is an intended game feature or function, and not a bug. You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude
WTF? |

Sellendis
The Ares project
149
|
Posted - 2012.07.24 08:29:00 -
[136] - Quote
Noriko Mai wrote:New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them... You can only quit the expired mission and lose standing.
Answer to my Bug report:
"The problem you have described is an intended game feature or function, and not a bug. You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude
WTF?
CCPs "its not a bug, its a feature" generic answer :)
But yes, WTF? |

Jim Luc
Dekker Corporation
30
|
Posted - 2012.07.24 16:23:00 -
[137] - Quote
Sellendis wrote:Noriko Mai wrote:New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them... You can only quit the expired mission and lose standing.
Answer to my Bug report:
"The problem you have described is an intended game feature or function, and not a bug. You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude
WTF? CCPs "its not a bug, its a feature" generic answer :) But yes, WTF?
I think the confusion here is regarding the wording. Expired missions that you have already accepted need to be removed manually, right? Offered missions you shouldn't get a standing penalty, since they are automatically offered at the end of your last mission, right? |

243636
Science and Trade Institute Caldari State
9
|
Posted - 2012.07.24 18:46:00 -
[138] - Quote
Salpun wrote:All, The late summer release is starting to appear on Sisi. Lets get a changes list started.  Build 6135 Download size = 116.66 MB, 7-12-2012 Build 6607 Down load size=18.85 MB 7-13-2012 Build 8080 Down load size =13.96 MB 7-19-2012 Defects patch per CCP Goliath > lets see, iteron stripes, shader stuff, PI stuff, XP artefacting, mac stuff, exceptions, laser sounds, cq log spam, cluster magic, missile trails Build 8942 Download size = 25.51 MB 7-23-2012 Changes to NPE not final missing lables. Build 9379 Download size = 5.43 MB 7-24-2012 Ship changes are in this build. Per Inferno web page http://www.eveonline.com/inferno/ first part of industrial ship revamp will be deploying as well. Changes- Angel ships are V3'ed Drag out windows on the Inventory system work. Looks like all the right click menus for cargo holds are back. Yay Tool tips on icons include range nice Search in the Market is updated. Market and browse are combined. Channel flash has some added fuctionality Green screen option is in. New NPE(New Player Experinace) is in New agent conversation icons New blue prints for clones ???????Rig and cargo fitting is confirmed  Thanks Punkturis Agent missions have a interactive drop down where the auto pilot route is when you are on a mission. Second set of Frig balance changes Implants sorted by function now  Tech reaction changes  Mining ship revamp is live Armor and rig changes Noob ship changes are in. Issues- Drone bays show on ships that do not have them still. Tool tips on icons include range nice but they need the option to turn them off or delay when they pop up NPE Green out lines not effected by UI scaling. No starter system locator in the new tutorial list. No way to find Aura in the agent finder. NPE not be reset to a point like the old one. Agents for the missions need to be added to the tutorial list. Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window No voice overs in the NPE NPE needs to mention the new Inventory system more. NPE does not mention the Circle mouse over menu. NPE does not talk about the CQ. Training while in route to mission 24 could cover a few more topics. New objective high lighting in the NPE is nice but looks unfinished. Career agent missions have not changed  Two rewrites of the NPE and no help on the Career agents  When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. Broke- Market Group tab is not updating. Launcher build 1.415 is loading for some but does not work
Build 8942 changes? Anything else?
Where does it say clone blue prints? I can find anything
 |

Salpun
Paramount Commerce Masters of Flying Objects
353
|
Posted - 2012.07.24 18:55:00 -
[139] - Quote
Its a old legacy item. If you read the full thread you would figure it out. Now its just a troll item to see who reads the full post.
I would remove it but its just to good. |

Illectroculus Defined
GoonWaffe Goonswarm Federation
82
|
Posted - 2012.07.24 18:59:00 -
[140] - Quote
Not Specifically a Bug with this release, but something that should be addressed since you're fixing Newbie missions:
The Minmatar tutorial should give out Fusion S ammo instead of EMP S
Reason being, all the other races get ammunition with damage types appropriate to the enemies they'll be fighting in the tutorial missions and throughout their NPC regions. |

Shalua Rui
FEROX AQUILA
1
|
Posted - 2012.07.24 19:20:00 -
[141] - Quote
Hm... looks really good!
...but, are there changes made to the drone bays too? High EHP are nice and all, but the low end barges still have pretty limited drone bays... especially the Proc. |

Salpun
Paramount Commerce Masters of Flying Objects
357
|
Posted - 2012.07.25 12:22:00 -
[142] - Quote
New build
What has changed everyone? |
|

CCP Affinity
C C P C C P Alliance
494

|
Posted - 2012.07.25 13:35:00 -
[143] - Quote
Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :
1. Move the tower closer to the entrance 2. Remove the Maras 3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction CCP Affinity | Team Five 0 | Follow me on Twitter Content Designer for EVE Online |
|

Salpun
Paramount Commerce Masters of Flying Objects
358
|
Posted - 2012.07.25 13:36:00 -
[144] - Quote
CCP Affinity wrote:Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :
1. Move the tower closer to the entrance 2. Remove the Maras 3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction Thanks for the update
Is it on Sisi until it can be tested I do not like to include it on the list. |
|

CCP Affinity
C C P C C P Alliance
494

|
Posted - 2012.07.25 13:39:00 -
[145] - Quote
Salpun wrote:CCP Affinity wrote:Not sure if anyone has posted this yet.. but the following changes to OTAs will be in Inferno 1.2 :
1. Move the tower closer to the entrance 2. Remove the Maras 3. Reduce the effective hit points of the OTA sites - including a significant Niarja and Tama reduction Thanks for the update  Is it on Sisi until it can be tested I do not like to include it on the list.
It is on SISI :)
CCP Affinity | Team Five 0 | Follow me on Twitter Content Designer for EVE Online |
|

Noriko Mai
523
|
Posted - 2012.07.25 14:02:00 -
[146] - Quote
Jim Luc wrote:Sellendis wrote:Noriko Mai wrote:New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them... You can only quit the expired mission and lose standing.
Answer to my Bug report:
"The problem you have described is an intended game feature or function, and not a bug. You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude
WTF? CCPs "its not a bug, its a feature" generic answer :) But yes, WTF? I think the confusion here is regarding the wording. Expired missions that you have already accepted need to be removed manually, right? Offered missions you shouldn't get a standing penalty, since they are automatically offered at the end of your last mission, right? No that's wrong. FW missions that you accepted expire, without a standing loss, within 12h. |

Jim Luc
Dekker Corporation
30
|
Posted - 2012.07.25 15:53:00 -
[147] - Quote
Noriko Mai wrote:Jim Luc wrote:Sellendis wrote:Noriko Mai wrote:New Feature: Expired missions remain in journal and you have to remove them manual without the option to remove them... You can only quit the expired mission and lose standing.
Answer to my Bug report:
"The problem you have described is an intended game feature or function, and not a bug. You can remove expired offers from your journal, but they do not get removed automatically." Some Bughunter Dude
WTF? CCPs "its not a bug, its a feature" generic answer :) But yes, WTF? I think the confusion here is regarding the wording. Expired missions that you have already accepted need to be removed manually, right? Offered missions you shouldn't get a standing penalty, since they are automatically offered at the end of your last mission, right? No that's wrong. FW missions that you accepted expire, without a standing loss, within 12h.
Ahh, thank you - good to know
|
|

CCP Affinity
C C P C C P Alliance
502

|
Posted - 2012.07.25 22:07:00 -
[148] - Quote
I also worked on the NPE project so I thought I would reply as Karkur is on vacation :)
Issues-
Drone bays show on ships that do not have them still - by design
Tool tips on icons include range nice but they need the option to turn them off or delay when they pop up NPE - these will only appear during the tutorial and we feel they are important : by design!
Green out lines not effected by UI scaling. - will check this out tomorrow
No starter system locator in the new tutorial list. - by design but will raise with Team PE
No way to find Aura in the agent finder. - by design, we don't even cover the agent finder in the tutorial and have put a button for her in the neocom and explain that during the first pages
NPE not be reset to a point like the old one. - can you explain this a bit further?
Agents for the missions need to be added to the tutorial list. - I will look into this tomorrow
Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window - will also see if we can do that
No voice overs in the NPE - by design, with features changing so much in EVE and especially the frequent UI changes it's impossible to keep the voiceover up to date and it's not useful otherwise
NPE needs to mention the new Inventory system more. - it mentions everything you need to know about it and while it's still being iterated on, we don't want to specify too much
NPE does not mention the Circle mouse over menu. - by design, we are going to explain one way to do things.. everyone will figure the rest out on their own. No hand holding in EVE :)
NPE does not talk about the CQ. - by design, everyone should know how to walk around the CQ and we are trying to just teach essentials.. EVE is a huge game
Training while in route to mission 24 could cover a few more topics. - we don't want to bombard people with text
New objective high lighting in the NPE is nice but looks unfinished. - explain?
Career agent missions have not changed Two rewrites of the NPE and no help on the Career agents - by design, Team PE should take this on after Inferno, it just wasn't in the scope for 1.2
When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - will look into this
CCP Affinity | Team Five 0 | Follow me on Twitter Content Designer for EVE Online |
|

Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.25 22:19:00 -
[149] - Quote
CCP Affinity wrote:I also worked on the NPE project so I thought I would reply as Karkur is on vacation :) Issues- Drone bays show on ships that do not have them still - by design but if you click on the right click option it opens up the item inventory  Defect report in on that already. Green out lines not effected by UI scaling. - will check this out tomorrow Thanks No starter system locator in the new tutorial list. - by design but will raise with Team PE NPE not be reset to a point like the old one. - can you explain this a bit further? Going back to review the tutorial if you come back with a older character is not supported well. Agents for the missions need to be added to the tutorial list. - I will look into this tomorrow Link to the wiki Guides page and New Pilot 101 page need to be added to the Help window - will also see if we can do that Thanks NPE needs to mention the new Inventory system more. - it mentions everything you need to know about it and while it's still being iterated on, we don't want to specify too much Once the first instance of looting closes with out staying on the screen I think it will work better. Defect was aknowledge by a dev earlier in the week. NPE does not mention the Circle mouse over menu. - by design, we are going to explain one way to do things.. everyone will figure the rest out on their own. No hand holding in EVE :) Might want to mention that it exists. Seems odd that it is not mentioned. Training while in route to mission 24 could cover a few more topics. - we don't want to bombard people with text New objective high lighting in the NPE is nice but looks unfinished. - explain? part of the 90% scaling issue. Does not look future enough feedback rage  Career agent missions have not changed Two rewrites of the NPE and no help on the Career agents - by design, Team PE should take this on after Inferno, it just wasn't in the scope for 1.2 KK When boarding your rookie ship for the first time the rookie ship pointer needs to stay on the ship so you do not miss that information. Right now if you use the overview to board it you miss the detail. Or move the rookie ship to some where it will be in frame for a normal person who will be more zoomed in becouse they are in a pod. - will look into this Thanks
|
|

CCP Affinity
C C P C C P Alliance
503

|
Posted - 2012.07.25 22:23:00 -
[150] - Quote
I guess we all replied at once.. oh well :) CCP Affinity | Team Five 0 | Follow me on Twitter Content Designer for EVE Online |
|

Salpun
Paramount Commerce Masters of Flying Objects
359
|
Posted - 2012.07.26 15:44:00 -
[151] - Quote
New Build,
Mercoxit rig renameing. Still no parts requirements.
|

bassie12bf1
Militaris Industries Cascade Imminent
32
|
Posted - 2012.07.26 22:44:00 -
[152] - Quote
With these rookie ship changes, any chance of giving them the ability to use rigs back?, even in some limited way would be nice. |

Iam Widdershins
Project Nemesis
703
|
Posted - 2012.07.27 00:23:00 -
[153] - Quote
Directed here by my friendly local BH from the bug reporting queue:
With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.
I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.
Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes. Lobbying for your right to delete your signature |

Veng3ance
Illicit Technologies
5
|
Posted - 2012.07.27 04:17:00 -
[154] - Quote
I really hope there isn't clone blueprints, never take away isk sinks! If anything add more! |

MotherMoon
Blue Republic RvB - BLUE Republic
1043
|
Posted - 2012.07.27 08:10:00 -
[155] - Quote
um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe? http://dl.eve-files.com/media/1206/scimi.jpg |
|

CCP Affinity
C C P C C P Alliance
529

|
Posted - 2012.07.27 13:04:00 -
[156] - Quote
MotherMoon wrote:um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe?
This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
|

Cadava Mendosa
Blackstar Privateer Consortium Enigma Project
0
|
Posted - 2012.07.27 13:32:00 -
[157] - Quote
Affinity
So far, some awesome changes coming in 1.2 - but i've been watching the forums and noted the newest downgrade of the Mac ore bay bonuses etc.
feedback from alot of fulltime miners seems to be that this will make the mack useless in terms of upgrading from a retriever because you're really not getting much for your money.
Could you maybe give one of the devs who has been working on these changes a poke and get a quick one or two sentances as to why the additional reduction and why theres so little difference between the retrievers ore hold and the mack's now?
Kind Regards Cadava o7 |

MotherMoon
Blue Republic RvB - BLUE Republic
1044
|
Posted - 2012.07.27 15:16:00 -
[158] - Quote
CCP Affinity wrote:MotherMoon wrote:um..... not everything changes in eve. You need to add the voice overs back in. The last NPE they did a ton of work to bring them back. You don't have to have everything voiced over, but having the 1st moments in the CQ be greeted by a voice gives eve life.
Go back and add in voice for the start or small parts that are the same. The voice really does help. Others mmos don't seem to have a problem keeping up with this.
I guess you wouldn't want to have some parts with voice and others without.... but come on. just a bit of voice acting work :/ Like when you die and the game laughs at you. Or when you're told how to walk around. Make it so your greeted in station by aura saying "welcome back pilot" little thigns like that. Even if it's not a read out of the tutoiral, please don't kill the nice touch the aura voice has on getting new players to stick around.
she can say like "this next tutoiral will teach you how to control your ship" and then nothing, all text.
maybe? This will be something for Team PE to consider when they continue iterating on the tutorial. For this release, the Aura voice over at the beginning of the tutorial no longer matched any of the edits we had done and voice over in several languages support by EVE would take us well beyond the deadline. Note: this is just the voice over during the tutorial part of EVE
thanks for at least letting us know you'll look into the possibility adding more generic non specific VO work that won't become obsolete for a players 1st steps into eve. I really do appreciate all the work you guys are doing on the NPE.
I feel kinda bad for the last NPE guys though that did new voice overwork for the whole thing. :P
maybe we get the old unused voice overs in a sound pack or something? for mixxing it for remixes or something? haha that might be an unrealistic thing to ask for but I figured I'd try. http://dl.eve-files.com/media/1206/scimi.jpg |

Jiji Hamin
Aliastra Gallente Federation
79
|
Posted - 2012.07.27 20:02:00 -
[159] - Quote
Iam Widdershins wrote:Directed here by my friendly local BH from the bug reporting queue:
With the significant increase in HP given by T2 armor plates, Federation Navy and Imperial Navy variants are no longer anywhere near as useful as they were before, significantly reducing variety in fitting options and tradeoffs.
I humbly request/strongly advise it be considered that there be significant advantages and tradeoffs in cost, mass, and HP between Rolled Tungsten, Federation Navy, Imperial Navy, and T2 armor plate variations; specifically, faction plates should have more and varying amounts of HP comparable to T2.
Imperial Navy could have the same HP as T2 with reduced mass (perhaps the same as Tungsten, perhaps slightly higher). Federation Navy could have HP halfway between that of Tungsten and T2 but with the same minimal mass as it has today before the changes.
or just bring faction plate HP up to par with T2 or something. |

None ofthe Above
308
|
Posted - 2012.07.27 21:38:00 -
[160] - Quote
CCP Greyscale wrote:Which missions aren't expiring and under what circumstances? I know Team PE was making changes to some missions (tutorial ones, I think?) to stop them from expiring at all.
I think this is a good idea. (Having the tutorial missions not expire.) I've had to talk people through petitioning these to get them not to quit in frustration at having "failed" the tutorial, due to expired timers.
The timers where always a bit odd, a week for the sequence of missions with no regard to when the last one you did was completed.
Oh and related: The text discussing declining missions is confusing with regard to the tutorials. It implies that its okay to decline a tutorial mission, but then you are locked out of that Agent. (On TQ anyway, haven't looked on SiSi, might get some time for that this weekend.)
Anyway, good to see NPE and the tutorials getting some love.
EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
|

Salpun
Paramount Commerce
362
|
Posted - 2012.07.28 16:23:00 -
[161] - Quote
NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one. |
|

CCP Affinity
C C P C C P Alliance
553

|
Posted - 2012.07.28 16:40:00 -
[162] - Quote
Salpun wrote:NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one.
And we are :) However, we don't cherry pick a selected few - we are working our way through all the NPE bug reports so just be patient. CCP Affinity | Follow me on Twitter Content Designer for EVE Online |
|

Salpun
Paramount Commerce
362
|
Posted - 2012.07.28 16:41:00 -
[163] - Quote
CCP Affinity wrote:Salpun wrote:NPE bug reports that I have submited but have not been filtered. BR#140806,140804 and 140803 Grayscale sayed he would look into this one. And we are :) However, we don't cherry pick a selected few - we are working our way through all the NPE bug reports so just be patient. Thanks |

Salpun
Paramount Commerce
362
|
Posted - 2012.07.29 10:25:00 -
[164] - Quote
Mining changed identifid by Serpentinelogic
http://serpentinelogic.wordpress.com/2012/07/29/more-mining-barge-tweaks/
GÇóTech 1 barges now only require Astrogeology III and Mining Barge I GÇóCovetor and Hulk lose -500hp from shield, armour and structure (about 20% less effective HP than last build) GÇóHulk gets increased yield; one of the +3% bonuses gets buffed to +5%/level GÇóProcurer gets a massive 4 mid slots (+3 from last build) making it quite tough GÇóRetriever ore hold goes from 30k to 28k, but more forgiving of those with low barge piloting skills GÇóExhumer shields reset to t1 resists + 5% per level (I think GÇô hard to read diffs sometimes) GÇóMining crystals reduced to half the volume (inb4 mineral compressionGǪ.)
|

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 11:58:00 -
[165] - Quote
New build 1066
Lets find the changes. |

Shalua Rui
FEROX AQUILA
1
|
Posted - 2012.07.30 12:41:00 -
[166] - Quote
GÇóTech 1 barges now only require Astrogeology III and Mining Barge I
I don't really get that one - when compared to (ie.) BCs, where every ship needs another level of skill - but I guess it kind off makes sense, concidering the different roles the barges now fit.
GÇóCovetor and Hulk lose -500hp from shield, armour and structure (about 20% less effective HP than last build)
A good change when balanced with...
GÇóHulk gets increased yield; one of the +3% bonuses gets buffed to +5%/level
...that.
GÇóProcurer gets a massive 4 mid slots (+3 from last build) making it quite tough
VERY good change... but leaves the Retreiver the only barge with only 1 mid slot... and it's still lacking in powergrid. I'd say: Give the retreiver +2 mid slots (3 total) and boost the powergrid on Ret and Mack.
GÇóRetriever ore hold goes from 30k to 28k, but more forgiving of those with low barge piloting skills
That's ok.
GÇóExhumer shields reset to t1 resists + 5% per level (I think GÇô hard to read diffs sometimes)
Didn't notice that.
GÇóMining crystals reduced to half the volume (inb4 mineral compressionGǪ.)
Still too large, but a step into the right direction. |
|

CCP FoxFour
C C P C C P Alliance
297

|
Posted - 2012.07.30 12:52:00 -
[167] - Quote
Shalua Rui wrote:GÇóTech 1 barges now only require Astrogeology III and Mining Barge I
I don't really get that one - when compared to (ie.) BCs, where every ship needs another level of skill - but I guess it kind off makes sense, concidering the different roles the barges now fit.
Take a quick look at this dev blog. It explains how we are trying to move away from tiers and towards ships having roles instead.
From the dev blog:
Quote:That is why we want to remove ship tiers altogether, then refocus our balancing philosophy to be based on role. That means finding common themes, or lines that fit ships with the same purpose, then adjusting slot layout, HP and fittings within each class to support this goal.
There is also another dev blog providing an update to this here. Content Designer | Team Five 0 @regnerBA |
|

Nova Fox
Novafox Shipyards
4063
|
Posted - 2012.07.30 16:47:00 -
[168] - Quote
Have the blueprints changed yet? Which barge is setting price point for thier tech?
|

Salpun
Paramount Commerce
365
|
Posted - 2012.07.30 16:49:00 -
[169] - Quote
Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech? Nope and no info on seeding or parts required for the new rigs. |

Paul Maken
The Rising Stars The Volition Cult
1
|
Posted - 2012.07.30 16:59:00 -
[170] - Quote
Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech?
I was just typing up a post to ask this same question when I saw it had already been asked.
The last I checked, a Covetor was on the order of 30m ISK where a Retriever was less than 10. That difference in hull price will then be further exacerbated by the price of the strip miners, which run almost to 5m each which leads to the Covetor being far more expensive than the other T1 barges even if the hull prices were the same. If anything, the Procuror should be the most expensive hull since it's the cheapest to fit and the Covetor should be slightly cheaper to compensate for the extra expense of the three strip miners and three sets of crystals. All that super technology that it took for ORE to make the strip miner 3x as potent has got to be pretty expensive.
If the tiers in manufacturing cost persist in these larger ships, the effect will be far more pronounced than for the T1 frigates where the cost of the hull is really not a consideration as it is a very small part of the cost of the fitted ship. |

Megalorn
State War Academy Caldari State
0
|
Posted - 2012.07.31 00:19:00 -
[171] - Quote
Paul Maken wrote:Nova Fox wrote:Have the blueprints changed yet? Which barge is setting price point for thier tech? I was just typing up a post to ask this same question when I saw it had already been asked. The last I checked, a Covetor was on the order of 30m ISK where a Retriever was less than 10. That difference in hull price will then be further exacerbated by the price of the strip miners, which run almost to 5m each which leads to the Covetor being far more expensive than the other T1 barges even if the hull prices were the same. If anything, the Procuror should be the most expensive hull since it's the cheapest to fit and the Covetor should be slightly cheaper to compensate for the extra expense of the three strip miners and three sets of crystals. All that super technology that it took for ORE to make the strip miner 3x as potent has got to be pretty expensive. If the tiers in manufacturing cost persist in these larger ships, the effect will be far more pronounced than for the T1 frigates where the cost of the hull is really not a consideration as it is a very small part of the cost of the fitted ship.
Hello, I logged in to the test server to look at Retriever build cost and am a little confused.
I look at the BPO in market listing and I see one set of build requirements. But when I buy the ship and reprocess it I get completely different amounts of minerals (and no, not due to 10% BPO waste, tax or station refine efficiency... the numbers are completely different). Which numbers are the actual build requirements?
|

Salpun
Paramount Commerce
365
|
Posted - 2012.07.31 11:51:00 -
[172] - Quote
New build is up.
What changed? |

Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 21:16:00 -
[173] - Quote
Shift key fix is in  |
|

CCP Punkturis
C C P C C P Alliance
3073

|
Posted - 2012.08.02 21:32:00 -
[174] - Quote
saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 21:35:00 -
[175] - Quote
CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like |
|

CCP Punkturis
C C P C C P Alliance
3074

|
Posted - 2012.08.02 21:42:00 -
[176] - Quote
Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow 
oh oops  Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 21:44:00 -
[177] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  Where is the corp right click going to open when you click it on the orca? First Tab? |
|

CCP Punkturis
C C P C C P Alliance
3075

|
Posted - 2012.08.02 21:47:00 -
[178] - Quote
Salpun wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  Where is the corp right click going to open when you click it on the orca? First Tab? Corp hanger does not open a seperate window with just the hanger sections like it use to. Some thing for CCP Arrow right.
just the same as it does in space Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis My Dev Blogs |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 21:48:00 -
[179] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  Where is the corp right click going to open when you click it on the orca? First Tab? Corp hanger does not open a seperate window with just the hanger sections like it use to. Some thing for CCP Arrow right. just the same as it does in space kk |
|

CCP Explorer
C C P C C P Alliance
825

|
Posted - 2012.08.02 22:02:00 -
[180] - Quote
CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  The build on SiSi has all fixes as of last midnight (GMT) so the right-click and drone bay fixes are not yet in. SiSi is being moved to a release candidate in preparation for the release next week so it will be included in the next update. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.02 22:04:00 -
[181] - Quote
CCP Explorer wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  The build on SiSi has all fixes as of last midnight (GMT) so the right-click and drone bay fixes are not yet in. SiSi is being moved to a release candidate in preparation for the release next week so it will be included in the next update.
 Still a lot of defects on my bug report page  |
|

CCP FoxFour
C C P C C P Alliance
323

|
Posted - 2012.08.03 00:07:00 -
[182] - Quote
Salpun wrote:CCP Explorer wrote:CCP Punkturis wrote:Salpun wrote:CCP Punkturis wrote:saving fuel like liquid ozone in cargo in saved fittings
inventory now has a setting (top left) you can check so you don't have to hold in shift to open a new window when clicking the cargo button in space or double clicking on cans/wrecks in space/overview
right clicks for orca fixed
no drone bay right click option for ships that don't have drone bay right click changes did not make it in this build looks like. Daredevil still has the drone bay on right click. Guess we will see that change tomorrow  oh oops  The build on SiSi has all fixes as of last midnight (GMT) so the right-click and drone bay fixes are not yet in. SiSi is being moved to a release candidate in preparation for the release next week so it will be included in the next update.  Still a lot of defects on my bug report page 
If the defect has anything to do with text changes our localization is frozen for this release so won't be in until the next release. Content Designer | Team Five 0 @regnerBA |
|

Salpun
Paramount Commerce
365
|
Posted - 2012.08.03 20:11:00 -
[183] - Quote
I got confirmation off a static WH bug on Sisi. Nothing has changed after down time for the last week. What is the chance this stays broke when it hits TQ |

Salpun
Paramount Commerce
365
|
Posted - 2012.08.04 11:03:00 -
[184] - Quote
TQ release is on Sisi |

Denidil
Red Federation RvB - RED Federation
392
|
Posted - 2012.08.05 20:04:00 -
[185] - Quote
as i've reported multiple times - mackinaw cargo and ore hold do not match the patch notes. If you don't see a problem in 0.0 eroding into two big super-coalitions and a few hangers on in areas nobody cares about.. then you don't have brains. |
|

CCP Greyscale
C C P C C P Alliance
1500

|
Posted - 2012.08.07 14:24:00 -
[186] - Quote
Salpun wrote:I got confirmation of a static WH bug on Sisi. Statics have not changed after down time for the last week. What is the chance this stays broke when it hits TQ 
This should be fixed for tomorrow's patch, unless we run into further issues  |
|
|

CCP Fozzie
C C P C C P Alliance
912

|
Posted - 2012.08.07 14:37:00 -
[187] - Quote
Denidil wrote:as i've reported multiple times - mackinaw cargo and ore hold do not match the patch notes.
That was just a case of the most recent changes (as represented in the patch notes) not making it onto sisi right way.
It's correct on sisi now and the patch notes match what we should see on TQ tomorrow. |
|

Merida Shana
Royal Amarr Institute Amarr Empire
0
|
Posted - 2012.08.08 00:16:00 -
[188] - Quote
I apologize if I have missed this somewhere already. I tried reading through this thread to see if anything DUST related was on test server yet. Is there anything here yet or any information on what and when it might appear? I know it's in beta and NDA and all, just didn't know how much can be divulged. My first time on test server, so been doing a little reading here and there. |

Salpun
Paramount Commerce
366
|
Posted - 2012.08.08 05:00:00 -
[189] - Quote
CCP Greyscale wrote:Salpun wrote:I got confirmation of a static WH bug on Sisi. Statics have not changed after down time for the last week. What is the chance this stays broke when it hits TQ  This should be fixed for tomorrow's patch, unless we run into further issues  Still broke on Sisi. |

Salpun
Paramount Commerce
366
|
Posted - 2012.08.08 05:00:00 -
[190] - Quote
Merida Shana wrote:I apologize if I have missed this somewhere already. I tried reading through this thread to see if anything DUST related was on test server yet. Is there anything here yet or any information on what and when it might appear? I know it's in beta and NDA and all, just didn't know how much can be divulged. My first time on test server, so been doing a little reading here and there. Some DB items but no fuctionality |

Salpun
Paramount Commerce
369
|
Posted - 2012.08.09 17:06:00 -
[191] - Quote
Build 4768 25.25 MB Server change looks okay no major changes per CCP. Current build is one build behind TQ for now |
|

CCP Explorer
C C P C C P Alliance
841

|
Posted - 2012.08.10 11:12:00 -
[192] - Quote
We updated the new module button tooltips today, Friday, in Inferno 1.2.2, based on your feedback.
Please find information on the new and updated tooltips in this post from CCP Soundwave: https://forums.eveonline.com/default.aspx?g=posts&t=142498
We'd love to hear your feedback on today's update in that thread. Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
|

Missile War
Council Of Internal War The Paganism Alliance
36
|
Posted - 2012.08.10 11:44:00 -
[193] - Quote
now if only i could get on the test server :| |

Salpun
Paramount Commerce
369
|
Posted - 2012.08.10 11:51:00 -
[194] - Quote
Missile War wrote:now if only i could get on the test server :| The Duality server cluster always has issues. I do not think its the hardware but the start up scripts have to be tweeked for that hardware set. Looks like we might get a new mirror sooner then CCP hoped they would have to build one. |

Missile War
Council Of Internal War The Paganism Alliance
36
|
Posted - 2012.08.10 12:10:00 -
[195] - Quote
Salpun wrote:Missile War wrote:now if only i could get on the test server :| The Duality server cluster always has issues. I do not think its the hardware but the start up scripts have to be tweeked for that hardware set. Looks like we might get a new mirror sooner then CCP hoped they would have to build one. 
sisi has been down for almost 10 hours now? ;o It makes me feel sad :( oh well...Got enough other games I still need to play ;o |

Scozzy
LEGIO ASTARTES ARCANUM HOLDINGS LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.08.27 17:54:00 -
[196] - Quote
A new build has been released on SiSi. It looks like it is about 75 MegaBytes. Hm. Looking real quick... no new tiercide changes - this seems to exclusively be a DUST 514 integration build. |

Salpun
Paramount Commerce Ascendance.
371
|
Posted - 2012.08.27 17:58:00 -
[197] - Quote
Scozzy wrote:A new build has been released on SiSi. It looks like it is about 75 MegaBytes. Hm. Looking real quick... no new tiercide changes - this seems to exclusively be a DUST 514 integration build. Yes and we have moved over to https://forums.eveonline.com/default.aspx?g=posts&t=144683&find=unread to talk about the newer builds. |
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